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White Eagle
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Poruke: 1,249
Član od: 20.03.2006.
Poslednji login: 27.10.2007 16:37
Pol: Muško
Godine: 25
Lokacija: Novi Sad
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Odgovor: The Elder Scrolls IV: Oblivion -
24.11.2006, 19:04
Defense of Bruma
Well, depending on your choice this can be one of the longest or one of
the shortest quests in the main quest. It's suggested to you that you get the
aid of the other cities in Cyrodiil to help defend Bruma while you carry
out another part of Martin's plan.
However if you're confident that you don't need the help of others, or
pherhaps not the help of everyone, then you could go along with the quest
and simply start it right now.
I'll assume however that you, like me, will get the help of the other cities.
One note, there's no sense in going to the Imperial city for this, they won't
help you no matter what.
Anvil
Speak to countess Milona Umbranox in the castle here. She'll ask you to
close the gate located to the northwest of the city.
Upon entering the gate, you find yourself once again in enemy territory,
This time you won't be able to simply walk up to the citadel, instead there
are two caves connecting you to the upper part and the Citadel.
Two caves with rather different ways to get there, unless you wish to
enter another puzzle, I recommend the cave closest by. That is from the
entrace gate, turn left and then almost immediately right, a small bit up
the mountain. Fight past some daedra in there and you wind up close near
the entrance of the Citadel.
From the acces of this cave, walk a small bit counter clockwise and you'll
find yourself at the entrance of the Citadel.
Once inside, no catches. Simply fight past all the daedra to the upper
levels and once there touch the sigil stone to close the gate and be
transported back to Anvil.
Speak to the countess again and she'll give you her support. On to the
next city now.
Bravil
Speak to count Regulus Terentius here, He'll ask you to locate and close
the gate located to the northwest of the city. (Be sure not to make the
same mistake I did, that is closing the wrong gate and then thinking the
game has glitched ;-) )
Upon entering Oblivion here, head south and then east. Be carefull of the
turrets there though, but east is the way to go as you can open a gate by
activating switch at the top of the shrine there.
After opening the gate, either return to where you came into the world
and go north through the now open gate into the citadel, or head a bit
further north from the shrine and then turn west to enter the very same
citadel.
Once inside, same old same old. Fight your way upwards and touch the
sigil stone.
Cheydinhal
Here the situation becomes a tad more complicated, still speak to the
Count to get the quest to close the gate, but the complication arises when
you speak to the guards just outside the Gate.
They'll mention the son of the count was trying to show off, and entered
the gate together with a friend. So now not only are you expected to close
the gate, but also to save the life of the son of the count.Though don't
worry, even with a dead count's son you'll be able to complete this quest.
The reward however will be less good.
But don't worry, looking for the son won't inconvenience you too much,
in fact he'll be waiting for you right along the route you need to take to
the Citadel anyway.
Head due east towards the citadel and you'll notice a few friends of the
count's son lying dead. Apparently their mission wasn't as much a success
as they thought it would be. Just before getting to the bridge leading to
the citadel, you'll meet the only two survivors, the count's son and a friend
of his.
After finding them, they'll play as backup untill they're either killed or
untill you close the gate. Speaking to the son also triggers the gates across
the bridges to open btw.
Cross the bridge, enter the citadel, watch for those nasty spike and blade
traps again and fight your way upwards all the while keeping the son
alive, and you're done. Take the sigil stone, thus closing the gate and you
wind up just outside Cheydinhal again.
Speak to the son to be given an honorary position in his organisation, the
knights of the thorn. Then speak to the count again to finish the quest.
Assuming you kept the son alive, you'll also be rewarded with the choice
of a unique artifact, either a sword with desintegrate armor enchantment
or a staff with a damage strength and shock enchantment.
You'll of course also receive the count's aid for the overall quest.
Chorrol
Speak to countess Arriana Valga here to get the quest. The gate is located
to the south of the gate of Chorrol.
Upon entering the gate, you'll notice two citadels, one right next to you
and another one due south. The one next to you has some great loot, but
isn't your goal here.
You'll notice the center Citadel is surrounded by 5 smaller towers, you'll
need to go through at least one of those to reach the central tower. Enter
the central tower, and Fight your way upwards, you'll find yourself unable
to go any higher.
The key to this mystery are the other towers. Going through one of them,
will allow you to get higher up on the main citadel. Once higher in the
citadel, the story becomes the same again. Fight your way past traps and
daedra to get to the Sigil stone, collect it and close the gate.
Report back to the countess and she'll agree to send aid to Bruma.
Kvatch
Rather then needing to close a gate here, you already did that, here you're
expected to help free the castle. Apparently that's still held by the Daedra
and that's where you come in.
Travel to the chapel at Kvatch there and speak to captain Savlian Matius.
He'll ask you to come along with liberating the castle, agree and he'll lead
the way out the eastern chapel doors. You'll come across some Daedra
there, the way to the castle is very short but also blocked, that is the gate
leading to the actual castle is blocked.
If you have either bow and arrow, or some spells, try and take out the
daedra atop the castle walls. That makes walking and running around that
area a lot easier.
Speak to the captain once again and he'll give you a solution to the locked
gate problem, a secret route leading to the inside of the castle's gatehouse.
First things first however, the key. travel back to the chapel and speak to
private Berich Inian. He has the key and being polite to him will also get
him to explain the route you need to take to get to the secret passageway.
The private will follow you along, and speak to the other soldiers in the
chapel will get you a few more helpers.
Follow the route leading you through the crypt, onto the underground way
into the castle. Be prepared to face a number of daedra guarding the way.
Follow the entire path and at the end you'll find yourself in the gatehouse
of the castle, with two gates and one lever. Activate the lever, and
assuming the soldiers that went with you are still alive, you'll have both
them and the soldiers with captain Savlian to wipe out the daedra in the
courtyard, and later inside the castle itself. With all those soldiers that
shouldn't cause a problem.
Once you've found the body of the late count of Kvatch, and given his
signet ring to Savlian, the captain will agree to aid Bruma.
Leyawiin
Speak to count Marius Caro here for this quest. The gate is located to the
northeast of the city.
Enter the gate to find yourself on a small island across the way from the
main citadel. Travel a small way west to find a cave leading to the main
island. Fight your way through it and arrive on the main island.
Your first goal should be to enter the main citadel, it cannot be reached
through normal means. You'll have to go through the smaller towers to
open the gates blocking the entrance to the Citadel. It's not that hard,
except for the Daedra you might encounter.
Once inside the main citadel, it's back to business as usual as you'll have
to fight through daedra, avoid traps and find the sigil stone.
Find it, close the gate, return to the vastle and speak to the count to get his
support for the Bruma struggle.
Skingrad
Another difference here, speak not to the count at first, but to one of his
stewards, Mercator Hosidus (unless you killed him during the mages
guild quests) or the argonian Hal-liurz.
Speak to them and explain the situation, and they'll set up a meeting with
the count.
You might think this odd? The count is a vampire so he doesn't show
himself too often lest he be detected.
Speak to the count to hear the same story you've heard before, close the
gate for support. The gate is located to east of castle Skingrad.
Once inside you'll see two smaller towers and a large third tower which is
across a pool of lava. Your first step is the two smaller towers, at the top
you'll find switches that will activate a bridge across the lava, leading to
the actual Sigil tower.
It's basically fighting your way past daedra again, activating the switches,
in the main tower it's the same, fight your way up and touch the sigil
stone to close the gate of oblivion and re appear near Skingrad.
Return back to the count, report your success and he'll agree to aid
Bruma.
Bruma Gate
Once you have the support of all various cities, you can head back to
cloud ruler temple and report your success to Jauffre.
Speak to Martin to start the actual quest here. He'll tell you to contact the
countess and set up a meeting in the chapel of Bruma. Speak to her and
be prepared, getting her to the chapel means you're almost going to war so
make sure you're prepared.
Inside the chapel, the countess will speak to Jauffre and Martin and then
will wait for your final go ahead before starrting everything.
Travel together with martin, Jauffre and some blades to the gate of bruma
and you'll be cheered by folks in the streets, or rather Martin will be, and
you can observe that.
Provided you got the aid of all other cities, just outside the gate you'll be
greeted by 10 warriors ready to aid you in the defence of Bruma. Follow
martin to the site of the impending war and defend him, yourself and the
others as a total of 4 oblivion gates open.
I found that with all the help of all the cities, I could even stand by and do
nothing while they take care of everything, so your real task here doesn't
start untill the great oblivion gate opens in the center of that small valley.
As soon as it opens, and when you're sure nothing bad will happen to
your companions, head inside as soon as possible.
Why asap? Because this is one of few quests in oblivion that has a time
limit. Once inside the gate you'll immeditately notice a large daedric
machine "crawling" towards the oblivion gate. Your task should be to
take the great sigil stone before that machine get's all the way through the
gate.
Impossible? no, but it is hard. So be swift here; enter the first tower on
the left. Go to the top and follow the bridge leading to the tower further
along. travel down here and exit on the other side to find yourself nearly
past the daedric machine. Run along following the path there and before
you you should see two more small towers and a large Citadel, enter the
tower on the left as it's closest.
Again go to the top as soon as possible and flip the switch that will open
the gate blocking your access to the main citadel.
Pass through the gate, enter the main citadel and fight your way past two
sigil keepers, daedra and traps to get to the sigil room and take the stone.
Once you have it, that's it. An end to the rushing, now you can relax for a
bit as Martin congratulates you and such.
Neki ljudi samo zinu, pa zagade okolinu...
Nisam paranoičan, ali to ne znači da me neko ne progoni!
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